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        <dc:date>2012-04-25T17:02:12+00:00</dc:date>
        <title>Repairing Distorted Mesh and Re-Importing Morph *</title>
        <link>/public/software/dazstudio/4/userguide/creating_content/modeling/tutorials/repair_distorted_morphs/start</link>
        <description>
&lt;h1 id=&quot;repairing_distorted_mesh_and_re-importing_morph&quot;&gt;Repairing Distorted Mesh and Re-Importing Morph *&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;
&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_todo plugin_wrap&quot; style=&quot;width: 80%;&quot;&gt;
&lt;p&gt;
* = Review
&lt;/p&gt;

&lt;p&gt;
Needs process step details and screenshots from a modeler, preferably Hexagon or Carrara, not sure if they can do what Allen does with Modo. Not very different from &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/modeling/tutorials/modifying_morphs/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:modeling:tutorials:modifying_morphs:start&quot;&gt;Modifying Auto-Generated Morphs *&lt;/a&gt;, otherwise.
&lt;/p&gt;

&lt;p&gt;
Link to videos: &lt;a href=&quot;http://www.youtube.com/watch?v=ppi--4q56B0&quot; class=&quot;urlextern&quot; target=&quot;_blank&quot; title=&quot;http://www.youtube.com/watch?v=ppi--4q56B0&quot; rel=&quot;nofollow noopener&quot;&gt;http://www.youtube.com/watch?v=ppi--4q56B0&lt;/a&gt; and &lt;a href=&quot;http://www.youtube.com/watch?v=O-SKYTOkVo4&quot; class=&quot;urlextern&quot; target=&quot;_blank&quot; title=&quot;http://www.youtube.com/watch?v=O-SKYTOkVo4&quot; rel=&quot;nofollow noopener&quot;&gt;http://www.youtube.com/watch?v=O-SKYTOkVo4&lt;/a&gt;
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

&lt;h2 id=&quot;summary&quot;&gt;Summary&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;p&gt;
When a Shape is applied to a TriAx™ figure, the conformed items are also modified with that Shape. However, this can adversely affect parts of a model intended to be rigid, and can also be problematic when figure bones are scaled or moved as a result of a Shape.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;process_overview&quot;&gt;Process Overview&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;


&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Prepare Mesh for Export&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Export Morphed and Unmorphed Versions&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Import to Modeler&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Replace Original Shape with Distorted Shape&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Create Morph Target&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Export Modified Mesh&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Prepare to Import New Morph&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Import New Morph&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Test New Morph&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;foundation&quot;&gt;Foundation&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;/div&gt;

&lt;h2 id=&quot;step_by_step&quot;&gt;Step By Step&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;p&gt;
Example of item warped because of morph
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;prepare_mesh_for_export&quot;&gt;Prepare Mesh for Export&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
If SubD, set viewport level to 0
&lt;/p&gt;

&lt;p&gt;
In Mesh Smoothing, turn on “Interactive Update”
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;export_morphed_and_unmorphed_versions&quot;&gt;Export Morphed and Unmorphed Versions&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Export base shape of conforming item on figure for modeler
&lt;/p&gt;

&lt;p&gt;
Export morphed shape of conforming item on figure
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;import_to_modeler&quot;&gt;Import to Modeler&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Import obj on base shape in modeler
&lt;/p&gt;

&lt;p&gt;
Also import obj on morphed shape
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;replace_original_shape_with_distorted_shape&quot;&gt;Replace Original Shape with Distorted Shape&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Copy mesh you want to retain from morphed (warped) version of conformer
&lt;/p&gt;

&lt;p&gt;
Return to base shape
&lt;/p&gt;

&lt;p&gt;
Create new mesh item
&lt;/p&gt;

&lt;p&gt;
Paste copied mesh into second layer
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;create_morph_target&quot;&gt;Create Morph Target&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
In vertex map of “background” (obj on base figure), make pasted content in that morph target
&lt;/p&gt;

&lt;p&gt;
Delete second layer. Test morph: object should now warp &lt;strong&gt;in base shape&lt;/strong&gt;.
&lt;/p&gt;

&lt;p&gt;
Select warped portion and clear morph from that section. Adjust position as needed.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;export_modified_mesh&quot;&gt;Export Modified Mesh&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Select geometry of conforming object, and use Selection→Invert to select and delete base figure.
&lt;/p&gt;

&lt;p&gt;
Save remaining mesh out as obj
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;prepare_to_import_new_morph&quot;&gt;Prepare to Import New Morph&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Return to &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio. Turn off Interactive Update and Enable Mesh Smoothing.
&lt;/p&gt;

&lt;p&gt;
Dial up morph causing warp in base figure.
&lt;/p&gt;

&lt;p&gt;
Get name of morph (see &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/modeling/tutorials/modifying_morphs/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:modeling:tutorials:modifying_morphs:start&quot;&gt;Modifying Auto-Generated Morphs *&lt;/a&gt;)
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;import_new_morph&quot;&gt;Import New Morph&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Launch Morph Loader Pro
&lt;/p&gt;

&lt;p&gt;
Load fixed obj. Adjust settings in Morph Loader Pro dialog:
&lt;/p&gt;

&lt;p&gt;
paste name of morph
&lt;/p&gt;

&lt;p&gt;
Overwrite Existing→Deltas Only
&lt;/p&gt;

&lt;p&gt;
Scrub morph to update display.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;wrap-up&quot;&gt;Wrap-Up&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;/div&gt;

&lt;h2 id=&quot;next_steps&quot;&gt;Next Steps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;/div&gt;
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